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QCF Design Community • View topic - Sassy Mutations
Page 12 of 14

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:22 pm
by Nandrew

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:24 pm
by TigerKnee
Well, that was its exact stats in the Alpha I think so I'm not surprised people thought it was intended.

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:30 pm
by Nandrew
In the alpha, too?

God, this mistake goes way deep.

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:44 pm
by Lujo
Well it did always feel rather silly, +20% attack and.. +2 HP. For that much gold? Really?

So, what's it supposed/going to be? Per level or per level up?

And, is it working now, or is it just that the tooltip is wrong?

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:53 pm
by fall_ark

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 1:55 pm
by gjaustin

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 2:02 pm
by Nandrew
Someone on the dev team HAS Gimli's beard.

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 5:38 pm
by Darvin
Okay, maybe this is a bit late in the week, but my thoughts on Assassin:

He's really been shoe-horned into the role of caster-assassin now. The nerf has hit hybrids and melee assassins hardest, while leaving the most powerful build more or less alone. Lowering the attack power of a class that already had mediocre presence in melee combat just doesn't seem like the way to go, and I'd prefer to address him through other means.

Re: Sassy Mutations

PostPosted: Thu Jun 28, 2012 6:42 pm
by Nandrew
We're giving him a better swing on the poison damage bonus (as opposed to just "returning to normal"). Dwarf Assassins may still cry into their pillows at night, but the harder-hitting hybrids should have a fighting chance again, even if they're not amazing.

Re: Sassy Mutations

PostPosted: Fri Jun 29, 2012 1:10 am
by fall_ark